BSP (file)
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(Difference between revisions)
(Created page with "File storing level geometry and objects for Quake engine and all of it's successors (Id tech 2, Id Tech 3, Goldsrc engine, Source engine, etc.). BSP is not suited for direct ...") |
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* LIGHT - static lighting (lightmap, lightgrid) being generated. | * LIGHT - static lighting (lightmap, lightgrid) being generated. | ||
− | For each | + | For each game engine, BSP file version and structure is different. |
Darkplaces engine can load following BSP file versions: | Darkplaces engine can load following BSP file versions: | ||
* Quake BSP | * Quake BSP | ||
* Half-Life BSP | * Half-Life BSP | ||
− | * Quake 3 BSP | + | * [[Q3BSP | Quake 3 BSP]] |
+ | |||
+ | Blood Omnicide is using Quake 3 BSP for all levels. | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Darkplaces engine]]] | [[Category:Darkplaces engine]]] |
Revision as of 20:21, 22 July 2012
File storing level geometry and objects for Quake engine and all of it's successors (Id tech 2, Id Tech 3, Goldsrc engine, Source engine, etc.).
BSP is not suited for direct editing. It get builded from a MAP file. The process of building is called compilation. Compilation have several stages:
- BSP - first stage, map geometry is converted to BSP tree, all level structures are created.
- VIS - cluster-to-cluster visibility being calculated for a map.
- LIGHT - static lighting (lightmap, lightgrid) being generated.
For each game engine, BSP file version and structure is different.
Darkplaces engine can load following BSP file versions:
- Quake BSP
- Half-Life BSP
- Quake 3 BSP
Blood Omnicide is using Quake 3 BSP for all levels.]